Oh you want the new one, trust me, it's a lot better!
Not at all, the new cartouche is slick, roads quicker, rarely gives the dreaded internal errors, scans smoother. The only negative in my opinion is the cache effect whereby it only reloads a tile after a significant edit but you quickly get used to it and the gain in speed is well worth it once you do!
Lol, oops , *loads* quicker!
Why would you be removing road end nodes?AlanOfTheBerg wrote:Ditto. Free-node (which includes road-end nodes) removal is fine for the most part, but any node connected to more than one segment is problematic.
Keeping the Waze maps tidy since 2009
jondrush User Page
https://world.waze.com/wiki/images/3/3c ... 00k_6c.png
jondrush User Page
https://world.waze.com/wiki/images/3/3c ... 00k_6c.png
Dead ends without junctions at the "free" end do cause some map errors. I'd leave 'em until we here different from Waze.
I understand about cleaning up the junk before joining, but I've had some problems connecting roads when one did not have a junction and one did. I just zoom in and clean it up after.
I understand about cleaning up the junk before joining, but I've had some problems connecting roads when one did not have a junction and one did. I just zoom in and clean it up after.
Keeping the Waze maps tidy since 2009
jondrush User Page
https://world.waze.com/wiki/images/3/3c ... 00k_6c.png
jondrush User Page
https://world.waze.com/wiki/images/3/3c ... 00k_6c.png
we're currently estimating that we'll be able to upload the new cartouche early next week. We'll keep you updated (check status.waze.com to be sure you get the latest announcements, but we will also post on the forum)
wazing like a hurricane
Very slow/impossible here too. Error messages ("Each pair of roads must belong...") return immediately, but for non-problematic nodes I get a server error almost every time.
EDIT: 20 min later, it seems to be working fine (slow, but normal-slow)
EDIT: 20 min later, it seems to be working fine (slow, but normal-slow)
CM, USA/Canada ∙ iPhone 5 ∙ iOS 7.1
I always remove road-end nodes if I'm connecting 2 segments of the same road. Otherwise there's at least one unnecessary node left over, often out of sight.jondrush wrote:Why would you be removing road end nodes?
CM, USA/Canada ∙ iPhone 5 ∙ iOS 7.1
Wait, you're removing the nodes at the ends of dead-end roads and cul-de-sacs? How do you know they serve no purpose?
CM, USA/Canada ∙ iPhone 5 ∙ iOS 7.1
OK, that sounds logical enough. So removing them won't cause map errors, or mess up house numbers?AlanOfTheBerg wrote:The primary reason is because if you record a road and then save it in Cartouche, or you create a new segment in Cartouche from archive just from using Add Road, that segment never includes a node at either end. If it were necessary, Cartouche would put a node at both ends automatically.
My take on why Cartouche doesn't automatically put nodes on new segments is that you're typically going to connect (at least) one end of the segment to an existing node, and so you'd have to delete one of them in order to do that.
Back to original topic: node removal seems faster today.
CM, USA/Canada ∙ iPhone 5 ∙ iOS 7.1
Re: US Cartouche on Feb 2: Slow and many internal errors